Roman Vechtor
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Jedi Knight
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[[]]
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Species: Human • Gender: Male • Homeworld: Taris Height: xxx • Weight: xxx • Age: xxx • Skin: xxx • Hair/Fur: xxx • Eyes: xxx
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Personality
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Virtue: xxx Vice: xxx Goals: xxx Motivation: xxx
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Abilities
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Agility: 4 Athletics: 4 Awareness: 3 (Sense 1B) Cunning: 2 Deception: 2 Endurance: 3 Fighting: 4 (Lightsaber 3B) Healing: 2 Knowledge: 2 Languages: 3 (Basic) Marksmanship: 2 Mechanics: 2 Persuasion: 3 Presence: 5 (Alter 3B) Stealth: 2 Survival: 1 Thievery: 2 Warfare: 2 Will: 3 (Control 2B)
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Intrigue
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Intrigue Defense: 10 • Composure: 9
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Combat
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Combat Defense: 13(11 + Defensive 2) • Stamina: 9 • Fatigue: x • Movement: 4• Sprint: 16 Armor Type: none • Armor Rating: N/A • Armor Penalty: N/A Weapons: • Saber Staff: 4D+1B • Damage 6 (ATH+2) • Training 3B (reduced to 1B), Two-Handed, Dangerous, Defensive +2, Energy, Piercing, Slow • RANGE 0
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Qualities
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Destiny Points: 2
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Benefits
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• Force Sensitive*: Gain Force abilities, plus 2 Force Points
• Strong in the Force: Gain Telekinetics and 2 Force Points
• Force Training: Gain Affect Mind and XXX, plus 2 Force Points
• Obscure Power: Gain the Calm the Mind power, plus 1 Force Point
• Form I: Student of Shii-Cho*: Stances + Maneuvers + reduce Training Requirements of lightsabers by half Will ranks.
• Form VI: Master of Shii-Cho: Stances + Maneuvers + ignore up to half Will in -1 or -1D penalties from Fatigue, Injuries or Wounds
• Form VI: Student of Ataru: Stances + Maneuvers + gain Higher Ground benefit (+1B) when attacking after movement.
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Drawbacks
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• Thrillseeker: Whenever encountering a situation that offers danger or excitement, must make Formidable (12) Will test to avoid leaping into action
• Naive: Intrigue opponents using Deception may add Cunning to their results
• Awkward (Fear: Social Situations): -1D to all tests in large social situations, until roll a 6 on a d6 at beginning of each turn
• Unsteady Hand: Flaw (Marksmanship), -1D
• Stigma: Terrible negotiator; -1 Disposition and Presence for those who know and care about our reputation.
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The Force
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Force Points: 5 • Corruption: 0
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Force Powers
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Force Defense, Force Stealth, Heighten Senses, Self-Augmentation, Techno-Sorcery
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Stances
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• Defensive Neutral + Flowing River (Shii-Cho): +1 Combat Defense per opponent weapon faced (max lower of Sense or Control); move up to [Lightsabers] yds maximum.
• Offensive Neutral + Flowing River (Shii-Cho): Add Control to Aim Action bonus; move up to [Lightsabers] yds maximum.
• The Hurricane + Gale Force (Ataru): Add Acrobatics (max Control) to all Fighting tests; each Degree increases target's Diff for next action by one step; increase Combat Defense penalties from multiple attacks by 1.
• The Hurricane + Thundering Advance (Ataru): Add Acrobatics (max Control) to all Fighting tests; making Off-Hand-augmented attacks does not upgrade action to Greater; increase Combat Defense penalties from multiple attacks by 1.
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Maneuvers
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• Center of Being: Catch Your Breath uses Will.
• Disarming Slash (1S): Disarm Supplemental: Add Alter to Fighting test.
• Sarlacc Sweep (1F): Divided Attack: Add Control dice to distribute among attacks.
• Crashing Wave (1S): Disarm Supplemental: Lesser action.
• Flash Flood (1F): Divided Attack: Add Maneuver effects to attacks; reduce opponent passive Fighting by Sense.
• Hawk-Bat Swoop (2S): Charge: Move, attack, and must move full distance (minus Sense) again; add Control bonus dice.
• Saber Swarm (1F): Standard Attack: Add Maneuver; add Alter bonus dice.
• Endless Assault (2S): Reckless Attack: Add Move; for each turn another Reckless Attack is made, cumulative, convert 1 bonus die to a test die, up to lesser of Acrobatics or Control.
• Falling Leaf (1F): Divided Attack: May direct attacks at a single target.
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